Add a native D3D12 FSR Ray Regeneration route for gfx1200/gfx1201, using the game's device and queue with embedded HLSL guide preparation and output composition. Preserve the vkd3d compatibility route for RDNA3 and expose explicit route overrides and diagnostics. Improve Windows runtime compatibility: - Retry rejected application-ID initialization with a project identity. - Defer expensive RR backend creation until feature creation. - Recover from transient submission failures without disabling later frames. - Add shared-buffer export fallbacks through explicit heaps and a private device on the same adapter. - Safely evict old RR descriptor sets when input views change. - Treat requested RR presets as hints when a configured model is available. - Expand SR/RR input formats and handle diffuse/specular hit distances, packed normals, depth-stencil resources, and unused FSR guides. Reduce SR overhead by batching output downloads and format conversion under one completion wait. Optimize strict M enc2/tube attention with bounded FP32 accumulation and the original FP64 fallback for ambiguous rounding cases. Extend RDNA4 tooling with gfx1200/gfx1201 native FP8 RR model builds, capability checks, architecture-aware deployment, and experimental K/M kernel paths. Require matching model and runtime arithmetic families. Add optional embedded FSR shader optimizations keyed by shader hash and exact original SPIR-V contents. Preserve reflected metadata and record optimizer provenance, artifact hashes, and cache identity. Simplify Windows installation with automatic backend dependency downloads, download progress and ETA, backed-up absolute OptiScaler library paths, and recovery from interrupted RR model builds. Add build-kernels.bat and a kernels-only build matrix for all eleven registered RDNA targets, with code-object target validation and SHA256 manifests. Expand conversion probes, numerical stress tests, temporal benchmark tooling, installer/deployment tests, and setup documentation. Document synthetic regression and timing results, experimental build options, and remaining RDNA4 hardware validation requirements.
162 lines
7.9 KiB
C++
162 lines
7.9 KiB
C++
#pragma once
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#include "cuda_api.h"
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namespace d4r::cuda {
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// Public CUDA Driver API layouts, kept independent of NVIDIA SDK headers.
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using Array = void*;
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using Texture = uint64_t;
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struct ArrayDescriptor { size_t width, height; uint32_t format, channels; };
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struct Array3DDescriptor {
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size_t width, height, depth;
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uint32_t format, channels, flags;
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};
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struct Copy2D {
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size_t srcX, srcY;
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uint32_t srcType, srcAlignment;
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const void* srcHost;
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CUdeviceptr srcDevice;
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Array srcArray;
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size_t srcPitch, dstX, dstY;
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uint32_t dstType, dstAlignment;
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void* dstHost;
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CUdeviceptr dstDevice;
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Array dstArray;
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size_t dstPitch, widthBytes, height;
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};
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struct ResourceDescriptor {
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uint32_t type, alignment;
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union { Array array; int reserved[32]; } resource;
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uint32_t flags, reserved;
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};
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struct TextureDescriptor {
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uint32_t addressMode[3], filterMode, flags, maxAnisotropy, mipmapFilterMode;
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float mipmapBias, minMipmapClamp, maxMipmapClamp, borderColor[4];
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int reserved[12];
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};
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static_assert(sizeof(Array3DDescriptor) == 40);
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static_assert(sizeof(ArrayDescriptor) == 24);
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static_assert(sizeof(Copy2D) == 128);
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static_assert(sizeof(ResourceDescriptor) == 144);
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static_assert(sizeof(TextureDescriptor) == 104);
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struct ImageApi {
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CudaApi& cuda;
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#define D4R_IMAGE(name, ...) using name##_fn = int(WINAPI*)(__VA_ARGS__); name##_fn name = cuda.library.symbol<name##_fn>(#name)
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D4R_IMAGE(cuArray3DCreate_v2, Array*, const Array3DDescriptor*);
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D4R_IMAGE(cuArrayGetDescriptor_v2, ArrayDescriptor*, Array);
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D4R_IMAGE(cuArray3DGetDescriptor_v2, Array3DDescriptor*, Array);
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D4R_IMAGE(cuArrayDestroy, Array);
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D4R_IMAGE(cuMemcpy2D_v2, const Copy2D*);
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D4R_IMAGE(cuMemcpy2DAsync_v2, const Copy2D*, void*);
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D4R_IMAGE(cuTexObjectCreate, Texture*, const ResourceDescriptor*, const TextureDescriptor*, const void*);
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D4R_IMAGE(cuTexObjectDestroy, Texture);
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D4R_IMAGE(cuTexObjectGetResourceDesc, ResourceDescriptor*, Texture);
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D4R_IMAGE(cuSurfObjectCreate, Texture*, const ResourceDescriptor*);
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D4R_IMAGE(cuSurfObjectDestroy, Texture);
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D4R_IMAGE(cuSurfObjectGetResourceDesc, ResourceDescriptor*, Texture);
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#undef D4R_IMAGE
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explicit ImageApi(CudaApi& api) : cuda(api) {}
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};
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class Image {
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ImageApi& api_;
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void release() noexcept {
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if (object) {
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const int result = surface_ ? api_.cuSurfObjectDestroy(object) : api_.cuTexObjectDestroy(object);
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if (result) std::fprintf(stderr, "IMAGE_DESTROY object result=%d\n", result);
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object = 0;
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}
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if (array_) {
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const int result = api_.cuArrayDestroy(array_);
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if (result) std::fprintf(stderr, "IMAGE_DESTROY array result=%d\n", result);
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array_ = nullptr;
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}
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}
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Array array_ = nullptr;
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bool surface_;
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size_t rowBytes_, height_;
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public:
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Texture object = 0;
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Image(ImageApi& api, unsigned width, unsigned height, uint32_t format,
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unsigned channels, bool surface, unsigned filter = 0)
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: api_(api), surface_(surface), rowBytes_(size_t(width) * channels * (format == 16 ? 2 : 4)), height_(height) {
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try {
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const Array3DDescriptor descriptor{width, height, 0, format, channels, surface ? 2u : 0u};
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api_.cuda.check(api_.cuArray3DCreate_v2(&array_, &descriptor), "cuArray3DCreate_v2");
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ResourceDescriptor resource{};
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resource.resource.array = array_;
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if (surface) api_.cuda.check(api_.cuSurfObjectCreate(&object, &resource), "cuSurfObjectCreate");
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else {
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TextureDescriptor texture{};
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texture.addressMode[0] = texture.addressMode[1] = 1; // clamp
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texture.filterMode = filter;
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texture.flags = 2; // normalized coordinates
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api_.cuda.check(api_.cuTexObjectCreate(&object, &resource, &texture, nullptr), "cuTexObjectCreate");
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}
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ResourceDescriptor roundtrip{};
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api_.cuda.check(surface ? api_.cuSurfObjectGetResourceDesc(&roundtrip, object) :
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api_.cuTexObjectGetResourceDesc(&roundtrip, object), "CUDA object resource descriptor roundtrip");
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if (roundtrip.type != 0 || roundtrip.resource.array != array_ || roundtrip.flags != 0)
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throw std::runtime_error("CUDA object descriptor does not match its array");
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ArrayDescriptor twoD{};
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Array3DDescriptor threeD{};
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api_.cuda.check(api_.cuArrayGetDescriptor_v2(&twoD, array_), "cuArrayGetDescriptor_v2");
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api_.cuda.check(api_.cuArray3DGetDescriptor_v2(&threeD, array_), "cuArray3DGetDescriptor_v2");
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if (twoD.width != width || twoD.height != height || twoD.format != format || twoD.channels != channels ||
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threeD.width != width || threeD.height != height || threeD.depth != 0 || threeD.format != format ||
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threeD.channels != channels || threeD.flags != descriptor.flags)
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throw std::runtime_error("CUDA array descriptor geometry or format mismatch");
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} catch (...) { release(); throw; }
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}
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Image(const Image&) = delete;
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Image& operator=(const Image&) = delete;
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~Image() { release(); }
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void verify_wrong_object_kind() {
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ResourceDescriptor wrong{};
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const int result = surface_ ? api_.cuTexObjectGetResourceDesc(&wrong, object) :
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api_.cuSurfObjectGetResourceDesc(&wrong, object);
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if (!result) throw std::runtime_error("Wrong CUDA object kind was accepted as a valid resource");
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std::printf("CUDA wrong-kind descriptor safely rejected result=%d\n", result);
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}
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void upload(const void* source) {
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Copy2D copy{};
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copy.srcType = 1; copy.srcHost = source; copy.srcPitch = rowBytes_;
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copy.dstType = 3; copy.dstArray = array_;
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copy.widthBytes = rowBytes_; copy.height = height_;
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api_.cuda.check(api_.cuMemcpy2D_v2(©), "cuMemcpy2D_v2(host to diagnostic array)");
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}
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void download(void* destination) {
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Copy2D copy{};
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copy.srcType = 3; copy.srcArray = array_;
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copy.dstType = 1; copy.dstHost = destination; copy.dstPitch = rowBytes_;
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copy.widthBytes = rowBytes_; copy.height = height_;
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api_.cuda.check(api_.cuMemcpy2D_v2(©), "cuMemcpy2D_v2(diagnostic array to host)");
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}
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void upload_device(CUdeviceptr source, size_t pitch, bool deferred = false) {
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if (pitch < rowBytes_) throw std::runtime_error("Device input pitch is smaller than its row");
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Copy2D copy{};
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copy.srcType = 2; copy.srcDevice = source; copy.srcPitch = pitch;
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copy.dstType = 3; copy.dstArray = array_;
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copy.widthBytes = rowBytes_; copy.height = height_;
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if (deferred) {
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// The Windows ZLUDA backend and HIP conversion use the same
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// legacy default stream. Caller must complete the whole input
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// batch before NGX may consume arrays on its own streams.
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api_.cuda.check(api_.cuMemcpy2DAsync_v2(©, nullptr), "cuMemcpy2DAsync_v2(external VRAM to array)");
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} else api_.cuda.check(api_.cuMemcpy2D_v2(©), "cuMemcpy2D_v2(external VRAM to array)");
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}
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void download_device(CUdeviceptr destination, size_t pitch, bool deferred = false) {
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if (pitch < rowBytes_) throw std::runtime_error("Device output pitch is smaller than its row");
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Copy2D copy{};
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copy.srcType = 3; copy.srcArray = array_;
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copy.dstType = 2; copy.dstDevice = destination; copy.dstPitch = pitch;
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copy.widthBytes = rowBytes_; copy.height = height_;
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if (deferred) {
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// Match input batching: conversion follows on the shared legacy
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// default stream, and the caller completes the batch before D3D12.
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api_.cuda.check(api_.cuMemcpy2DAsync_v2(©, nullptr), "cuMemcpy2DAsync_v2(array to external VRAM)");
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} else api_.cuda.check(api_.cuMemcpy2D_v2(©), "cuMemcpy2D_v2(array to external VRAM)");
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}
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};
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}
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